mirror of
https://github.com/acemod/ACE3.git
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bca8b01860
* Add search to teleport players UI * Change group side icons to look better * Improve teleport UI and add stringtable entries * Add Assign Repair Vehicle module * Add Assign Repair Facility module * Add Assign Engineer module * Add Full Heal module * Add Suicide Bomber module * Make heal module work without ace_medical * Add suicide bomber module translations * Improve attribute cargo to use displayName * Improve set engineer ui * ACE_Curator for repair modules + author array * Add angle param to getModuleDestination * Prevent multiple suicide bomber modules on same target * Heal module: support BI scripted revive system * Requested changes
59 lines
1.3 KiB
Plaintext
59 lines
1.3 KiB
Plaintext
/*
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* Author: mharis001
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* Full heal unit.
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*
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* Arguments:
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* 0: The module logic <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [LOGIC] call ace_zeus_fnc_moduleHeal
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_logic"];
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if !(local _logic) exitWith {};
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private _unit = attachedTo _logic;
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// Validate module target
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scopeName "Main";
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private _fnc_errorAndClose = {
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params ["_msg"];
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deleteVehicle _logic;
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[_msg] call FUNC(showMessage);
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breakOut "Main";
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};
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switch (false) do {
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case !(isNull _unit): {
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[LSTRING(NothingSelected)] call _fnc_errorAndClose;
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};
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case (_unit isKindOf "CAManBase"): {
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[LSTRING(OnlyInfantry)] call _fnc_errorAndClose;
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};
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case (alive _unit): {
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[LSTRING(OnlyAlive)] call _fnc_errorAndClose;
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};
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};
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// Heal validated target
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if (["ace_medical"] call EFUNC(common,isModLoaded) && {EGVAR(medical,level) > 0}) then {
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[QEGVAR(medical,treatmentAdvanced_fullHealLocal), [_unit, _unit], _unit] call CBA_fnc_targetEvent;
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} else {
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// BI's scripted revive system
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if ((missionNamespace getVariable ["bis_revive_mode", 0]) != 0) then {
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["#rev", 1, _unit] call BIS_fnc_reviveOnState;
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_unit setVariable ["#rev", 1, true];
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} else {
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_unit setDamage 0;
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};
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};
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deleteVehicle _logic;
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